public void InitComponent() { //MessageDispatcher.AddObserver( ToggleSelect, MessageType.SelectObjectInBattle ); MessageDispatcher.AddObserver(SelectFeedback, MessageType.BattleUIOperationFeedBack); type = (BattleUIControlType)DataManager.GetInstance().unitOperationChoose; itemImage = transform.Find("ItemImage").GetComponent <Image>(); selectionOverlay = transform.Find("ItemImage/SelectionOverlay").gameObject; unitHealth = transform.Find("Item_HP").GetComponent <Image>(); clickButton = transform.Find("OnClickButton").GetComponent <Button>(); unitNameText = transform.Find("UnitName").GetComponent <Text>(); unitHealth.gameObject.SetActive(false); selectionOverlay.SetActive(false); battleView = transform.root.GetComponentInChildren <BattleView>(); shakeCark = gameObject.AddComponent <ShakeCard>(); clickButton.AddListener(OnClickButton); }
public BattleViewController(BattleView v) { viewBase = v; _view = v; dataManager = DataManager.GetInstance(); side = dataManager.GetMatchSide(); //TODO:This code is temp code, when designer upgrade modelID use true modelID get towers. towerProtoData = GetTowerFromSide(); instituteProtoData = dataManager.instituteProtoData; instituteSkillData = dataManager.instituteSkillProtoData; attributeEffectData = dataManager.attributeEffectProtoData; controllType = (BattleUIControlType)dataManager.unitOperationChoose; unitLargestAmount = GameConstants.PLAYER_CANDEPLOY_UNIT_MAXCOUNT; }
void Awake() { MessageDispatcher.AddObserver(SelectFeedback, MessageType.BattleUIOperationFeedBack); tyep = (BattleUIControlType)DataManager.GetInstance().unitOperationChoose; }